/Engine/Source/Runtime/Engine/Classes/Components/LightComponentBase.h
class ULightComponentBase : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
uint32:  1
bAffectGlobalIllumination
Whether the light affects global illumination, when ray-traced global illumination is enabled.
uint32:  1
bAffectReflection
Whether the light affects objects in reflections, when ray-traced reflection is enabled.
uint32: 1
bAffectsWorld
Whether the light can affect the world, or whether it is disabled.
uint32: 1
bAffectTranslucentLighting
Whether the light affects translucency or not.
uint32:  1
bCastDeepShadow
Whether the light should cast high quality hair-strands self-shadowing.
uint32:  1
bCastVolumetricShadow
Whether the light shadows volumetric fog. Disabling this can save GPU time.
uint32:  1
bTransmission
Whether light from this light transmits through surfaces with subsurface scattering profiles.
uint32: 1
CastDynamicShadows
Whether the light should cast shadows from dynamic objects.
TEnumAsByte<EC...
CastRaytracedShadow
uint32: 1
CastShadows
Whether the light should cast any shadows.
uint32: 1
CastStaticShadows
Whether the light should cast shadows from static objects.
float
DeepShadowLayerDistribution
Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).
TObjectPtr<UTe...
DynamicEditorTexture
Sprite for dynamic light in the editor.
float
DynamicEditorTextureScale
Sprite scaling for dynamic light in the editor.
float
IndirectLightingIntensity
Scales the indirect lighting contribution from this light.
float
Intensity
Total energy that the light emits.
FColor
LightColor
Filter color of the light. Note that this can change the light's effective intensity.
FGuid
LightGuid
GUID used to associate a light component with precomputed shadowing information across levels.
int
SamplesPerPixel
Samples per pixel for ray tracing
TObjectPtr<UTe...
StaticEditorTexture
Sprite for static light in the editor.
float
StaticEditorTextureScale
Sprite scaling for static light in the editor.
float
VolumetricScatteringIntensity
Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.